Blizzard Buy Loot Boxes
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Any unopened loot boxes in players' accounts will be automatically opened for them prior to the launch of Overwatch 2. (All cosmetics won through loot boxes in the original game will transfer over to the sequel.)
Blizzard has taken a variety of approaches to loot boxes in recent years. While it has removed paid loot boxes from Heroes of the Storm and now the Overwatch franchise, it has continued to use them (or conceptually similar offerings) in Hearthstone and the recently launched Diablo Immortal.
After what might seem like an excruciatingly long wait, Overwatch 2's release is just around the corner. The game intends to shake up a number of things from the original, including how it handles monetization and loot boxes.
Loot boxes are implemented in a lot of games as a way of randomizing what premium gear and cosmetics players receive. Buying or earning a loot box gives a player a chance at incredibly epic loot, but it can also reveal something less exciting. The days of purchased loot boxes in Overwatch are coming to an end, and it's going to happen before Overwatch 2's release.
Over on the official Blizzard forums, an Overwatch fan posed a question regarding when loot boxes would no longer be available. Community Manager Craig responded, explaining that the current plan is for loot boxes to no longer be sold in the game's shop following the current Anniversary Remix Vol 3 event. After August 30, loot boxes will no longer be available for purchase with real-world currency. The information was also confirmed in recent Overwatch patch notes.
However, loot boxes will still exist in the game and can be earned without spending money up until Overwatch 2's launch day. Free, earnable loot boxes will continue being handed out until October 4, at which point players will be transferred from Overwatch to Overwatch 2. However, if players want the satisfaction of actually opening their loot boxes to discover their prize, they should plan on doing so before making the move. Blizzard previously revealed that at the time of transfer, any unopened loot boxes will be automatically opened and their contents added to the player's account for use in Overwatch 2.
Although the Overwatch loot box is iconic, loot boxes in general have stirred up a ton of controversy in their years. Players often come away from buying loot boxes disappointed by what they got out of the deal, and governments have even suggested banning loot boxes entirely, declaring them to be a form of gambling. Whether players love them or hate them, Overwatch's loot boxes will soon just be a memory.
I have never bought a loot box and I own nearly everything in the game except 1-2 events I missed due to vacation. Even during an event, I normally get everything as long as I do my arcades weekly and level up. The more items you get, the higher chance you will get the event items too.
The latest private test server patch notes (thanks, RPS) don't go into much detail and simply state: \"Loot chests are no longer available for Gem purchase. Rare loot chests are now available for Gold purchase (3000 each)\".
There's an assortment of in-game currency types in Heroes of the Storm, but Gems are the only ones you can buy with real-life money. So while you'll still be able to spend your real life cash to buy Gems and purchase Heroes, Bundles, Stimpacks, and Featured Items, you'll only be able to buy randomised loot boxes with in-game currency.
Blizzard hasn't detailed why it's made the change, but it's possible the changes come as gambling regulators across the world have become increasingly interested, and concerned, with the controversial microtransactions, with the United States Federal Trade Commission also indicating it is investigating how loot boxes impact children. Loot box mechanics have been outlawed in Belgium and the Netherlands, and Apex Legends players have begun changing their region to Belgium to swap randomised battle pass loot boxes for crafting metals instead.
Loot box concepts originated from loot systems in massively multiplayer online role-playing games, and from the monetisation of free-to-play mobile gaming. They first appeared in 2004 through 2007, and have appeared in many free-to-play games and in some full-priced titles since then. They are seen by developers and publishers of video games not only to help generate ongoing revenue for games while avoiding drawbacks of paid downloadable content or game subscriptions, but to also keep player interest within games by offering new content and cosmetics through loot-box reward systems.
Loot boxes were popularised through their inclusion in several games throughout the mid-2010s. By the later half of the decade, some games, particularly Star Wars Battlefront II, expanded approaches to the concept that caused them to become highly criticised. Such criticism included \"pay to win\" gameplay systems that favor those that spend real money on loot boxes and negative effects on gameplay systems to accommodate them, as well as them being anti-consumer when implemented in full-priced games. Due to fears of them being used as a source in gray-market skin gambling, loot boxes began to become regulated under national gambling laws in various countries at the same time.
A \"loot box\" can be named several different ways, usually related to the type of game that it appears in. A \"loot box\", \"loot crate\" or \"lockbox\" is often applied to shooter games since one obtains new equipable outfits or gear from it. Digital card games may use the term \"booster pack\" following from collectible card game roots.[1]
Loot boxes are often given to players during play, for instance as rewards for leveling up their character or completing a multiplayer game without quitting.[2][3] Loot boxes may also be given out through promotions outside of gameplay, such as watching certain streaming events.[4][5] Players can also buy them directly, most often with real-world funds but also through in-game currency (sometimes, in-game currency can or has to be paid for with real-world funds to obtain lootboxes).[6][7] Some loot boxes can be redeemed immediately, while redeeming others requires further consumable items dressed as \"keys\".[8]
Loot boxes are generally redeemed through an in-game interface which dresses the process with appealing visual and audio effects.[2][9] Some such interfaces are similar to those of slot machines or roulette wheels, and designed to create a psychological response to increase player excitement.[9][10][11] When the player runs out of loot boxes or keys, a prominent button may be displayed with which they can buy more.[12]
The items that can be granted by a loot box are usually graded by \"rarity\", with the probability of receiving an item decreasing rapidly with each grade. While the set of items given are randomly selected it can come with certain guarantees, for instance that it will contain at least one item of a certain rarity or above.[13] In some redemption processes, yet-revealed items are presented with a colour that corresponds to its rarity level, further heightening the excitement of revealing the items.[9] Some game systems include a \"pity-timer\" mechanic, which increases the player's chances to receive a rarer item from a loot box if the player has not received one in the last several loot boxes they have opened. This pity-timer mechanic may also be used if the player purchases loot boxes in bulk rather than individually, such that one of the loot boxes in the bulk purchase is assured of having a rarer item.[14]
The player's inventory is managed in server databases run by the game's developers or publishers. This may allow for players to view the inventory of other players and arrange for trades with them.[8] Items obtained from loot boxes and equipped or used by the player's character are nearly always visible to all other players during the course of a game, such as seeing a character skin or hearing a voice line.[12]
Most loot-box systems grant items without regard for what the player already owns. Means are provided to dispose of these duplicates, often involving trading them with other players or converting them into an in-game currency. Some loot-box systems allow players to then use this currency to directly purchase specific items they do not have.[3][15]
Some loot-box systems, primarily from Asian developers, use an approach adapted from gashapon (capsule toy) vending machines.[16] These gacha games offer \"spins\" (analogous to turning the crank of a capsule machine) to get a random item, character, or other virtual good. One form of gacha called \"complete gacha\" allows players to combine common items in a set in order to form a rarer item.[17] The first few items in a set can be rapidly acquired but as the number of missing items decreases it becomes increasingly unlikely that redeeming a loot box will complete the set. This is particularly true if there are a large number of common items in the game, since eventually one single, specific item is required.[17] This particular practice was banned in Japan by the Consumer Affairs Agency in 2012, though gacha games at large remain.[17]
Some games may include seasonal or special event loot boxes which include specific items only available during the time of that event.[18] In the case of digital collectible card games which rotate expansions in and out as part of keeping a viable meta-game, booster packs of a certain expansion may only be purchasable while that expansion is considered in standard play, and once it is \"retired\", these cards can no longer be earned in packs, though still may be gained from the use of in-game currency and used outside standard play.[19]
Loot boxes are an extension of randomised loot drop systems from earlier video games, frequently used to give out randomised rewards in massively multiplayer online role-playing games (MMO or MMORPG) or similar games.[1][20] Loot boxes took this approach and formulated a monetisation approach used by free-to-play games in mobile gaming.[1] Loot boxes also incorporate elements of the randomness of acquiring gachapon capsule toys.[16] 59ce067264
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